Berserker Axe

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

This axe has such good synergy for a Blood Hunter of the Order of the Lycan. The additional hit point per level is perfect for counteracting the damage caused by their Crimson Rite. Even the curse of the Berserker works well with the Lycan's bloodlust feature since they already have to make a WIS save when they take damage or else attack someone closest to them.

For all of you considering to use it for your barbarian, keep a few things in mind.

This is not for doing damage. The berserker axe is there to increase your hp, which is only really worth the curse at later levels.

If you want your barbarian to have and use this axe, you absolutely need wisdom so you can succeed that save throw, unless your allies know to stay away from you.

It is, however not without it's benefits. We're running a 5e campaign, and we've gone from level 1 to level 12 now. I rolled up an Ancestral Guardian, (and due to our dm's insistence on rolling for stats) i wound up with 20 con. This is where the tanking comes into play. When you pick up Tough, (adds hp equal to twice your level) in addition to taking this weapon with an average hit die roll of 7 and an additional 5 per level due to con, you have 15 health a level past 1. Even if you don't do stat rolling, managing to get con up to that point is entirely worth it.

If you happen to have someone who can remove the curse, go crazy though, after all, you're gonna have a very hard time dying.

For all of you considering to use it for your barbarian, keep a few things in mind.

This is not for doing damage. The berserker axe is there to increase your hp, which is only really worth the curse at later levels.

If you want your barbarian to have and use this axe, you absolutely need wisdom so you can succeed that save throw, unless your allies know to stay away from you.

It is, however not without it's benefits. We're running a 5e campaign, and we've gone from level 1 to level 12 now. I rolled up an Ancestral Guardian, (and due to our dm's insistence on rolling for stats) i wound up with 20 con. This is where the tanking comes into play. When you pick up Tough, (adds hp equal to twice your level) in addition to taking this weapon with an average hit die roll of 7 and an additional 5 per level due to con, you have 15 health a level past 1. Even if you don't do stat rolling, managing to get con up to that point is entirely worth it.

If you happen to have someone who can remove the curse, go crazy though, after all, you're gonna have a very hard time dying.